Difference between revisions of "SRNissen/SrN Dodge-WhirlingDervishStance"

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#REDIRECT [[SolarDodge/SRNissen]]
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'''Whirling Dervish Stance'''
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Cost: 5 motes and 1 Willpower point<br>
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Duration: Scene<br>
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Type: Reflexive<br>
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Dodge: 4<br>
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Essence: 2<br>
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Prerequisite Charms: Vengeful Riposte
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'''Flavour:''' ''When a Solar assumes the stance of a whirling dervish, his feet are guided by the Essence of Fire, moving in a blur faster than most eyes can follow. In this blur, the dervish can move into attack range and back out faster than mortal hands can strike. Through such superior mobility, the dervish is assured victory against most opponents.''
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'''Mechanics:''' Every hand-to-hand attack or dodge your character makes for the duration of this Charm is at an additional +[Dodge] dice. These count against the normal limit on dice added by Charms. Whirling Dervish Stance will not create an action from zero dice, but only boost other actions. Nor will it provide extra dice for actions created from zero by Charms like Reed in the Wind.
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[[/SrN_Dodge-Tree|The modified dodge tree can be found here]]
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== Comments ==
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SRNissen - not to be a nay sayer, but it seems that these charms are a bit under-requisited, with things like scene-long die adders at Ability 4 Ess 2? And those dice explicitly work with all hand-to-hand attacks (AKA Brawl, Melee, Martial Arts) as well as dodge? I'd be thinking a 5,3 charm for that, if then. The cross-ability thing is what I'm concerned about, really. - GregLink
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: Can't say I agree with you. Blade of the Battle Maiden is even more powerful (at a higher cost, though) for only 3,2. BotBM doesn't add to anything but Martial Arts, of course, but MA can both attack and defend. There's no ability specifically attached to attacking with dodge (weird huh >_>) and I feel it's rather arbitrary to say then "This Charm only works with Martial Arts" or "This Charm only works with Brawl." I ''could'' try "This Charm only works when Unarmed, though, but that doesn't really fit with the image in my mind. - [[SRNissen]]

Revision as of 18:11, 24 October 2005

Whirling Dervish Stance

Cost: 5 motes and 1 Willpower point
Duration: Scene
Type: Reflexive
Dodge: 4
Essence: 2
Prerequisite Charms: Vengeful Riposte

Flavour: When a Solar assumes the stance of a whirling dervish, his feet are guided by the Essence of Fire, moving in a blur faster than most eyes can follow. In this blur, the dervish can move into attack range and back out faster than mortal hands can strike. Through such superior mobility, the dervish is assured victory against most opponents.

Mechanics: Every hand-to-hand attack or dodge your character makes for the duration of this Charm is at an additional +[Dodge] dice. These count against the normal limit on dice added by Charms. Whirling Dervish Stance will not create an action from zero dice, but only boost other actions. Nor will it provide extra dice for actions created from zero by Charms like Reed in the Wind.

The modified dodge tree can be found here

Comments

SRNissen - not to be a nay sayer, but it seems that these charms are a bit under-requisited, with things like scene-long die adders at Ability 4 Ess 2? And those dice explicitly work with all hand-to-hand attacks (AKA Brawl, Melee, Martial Arts) as well as dodge? I'd be thinking a 5,3 charm for that, if then. The cross-ability thing is what I'm concerned about, really. - GregLink

Can't say I agree with you. Blade of the Battle Maiden is even more powerful (at a higher cost, though) for only 3,2. BotBM doesn't add to anything but Martial Arts, of course, but MA can both attack and defend. There's no ability specifically attached to attacking with dodge (weird huh >_>) and I feel it's rather arbitrary to say then "This Charm only works with Martial Arts" or "This Charm only works with Brawl." I could try "This Charm only works when Unarmed, though, but that doesn't really fit with the image in my mind. - SRNissen